Tuesday, March 12, 2013

The Mountebank, Take Three

One great
advantage of four years of play in the same campaign is that you get
the long-haul perspective on the effect of all your obsessive and
ill-considered tinkering under the hood with house rules. Some become
overtime Truly Terrible Ideas, others fall by the wayside, a few
stand alone golden and untouched.

Most though just
need some more applied tinkering. One of the oldest variants in the
Hill Cantons Compendium (soon, knock on proverbial wood, to be
updated and replaced by Live Weird or Die: The Roustabout's Guide
to the Hill Cantons) is the Mountebank and as the Google Plus
greys into solidly middle-levels it has become apparent that what
worked for lower levels has become a decidely less interesting and
capable class choice at middle levels.

What follows is a
stick-bending of the class that may correct that falling off--or
create new ones, that always being the pitfall. All input greatly
appreciated.

Mountebank

Requirements: INT 13, DEX 13, CHR 13

Prime Requisite: CHR

Hit Dice: 1d4

Maximum Level: None

The mountebank is the consummate con
artist of the medieval-fantasy world. By use of smooth talk, sleight
of hand, and magical illusion the mountebank stays one step of the
law—and earns a decent living in the mean time. Because of their
specialized skill set they are often also employed as spies.

As a sub-class of the thief, they are
allowed to wear leather armor and use any weapon. They are also
allowed to pick pockets, move silently, hide in shadows, listen at
doors, and back stab as per a thief of the equivalent level. They can
further use disguises as per the assassin class. All saving and
combat throws are made on the thief table.

They are also able to use a new skill,
sleight-of-hand, at the level they can pick pocket--plus an
additional 15 percent. Sleight of hand allows the mountebank to move,
switch out, or otherwise manipulate without being noticed a
hand-sized object.

At third and higher levels they begin
to be able to use spells from the Illusionist class spell list (pick
the version)--their spell assortment however tops out at level 11.
New spells are gained by paying—or swindling—resident
illusionists.

They are restricted to only using magic
items open to thieves until ninth level at which time they can also
begin to use items available to illusionists. An exception is for
scrolls which they can employ at any level under the following
conditions [Thanks to Evan Elkins for use of this paragraph]:

To use a scroll the Mountebank
successfully they must make a successful saving throw versus magic
with a penalty equal to the level of the spell.

If the saving throw is failed, the
opposite of the intended effect of the spell occurs, usually in a
way that is reflected back on the mountebank.

A mountebank may also attempt to
cast a spell directly from a spellbook, but the spell disappears in
the same manner as a scroll.

At ninth level, the mountebank attracts
a crew of 2d6 grifters, con-men, and other ne'er do wells (1st level
mountebanks) as followers.

Mountebanks cannot be lawful or “good”
in alignment.

Beginning at first level, a mountebank
can use their smooth fast-talking and arcane powers to create
semi-magical effects. All abilities are dependent on the character
being able to talk in a language understandable to the target.

Mountebank Special Abilities

Level

Effect

Duration

1

Flim Flam, raises Charisma to 18

1 turn, +1 per level

2

Hustle, lower or raise a price in a commercial transaction by
10-40%

Immediate.

3

Gain Illusionist spells (see below)

N/A

4

Hypnotism, same as Illusionist spell

1 round, +1 per level

5

Manufacture Flash Powder, causes blindness, one batch a day
with appropriate materials (150gp)